Remove completed TODOs

This commit is contained in:
James Seibel
2021-01-31 17:45:49 -06:00
parent ff215c19a4
commit d9ce8e24ea
@@ -200,9 +200,6 @@ public class LodRenderer
colorArray[i + (j * numbOfBoxesWide)] = c;
}
// TODO increase the size of the middle when the user is high up
// this is to prevent the LODs from overlapping with the terrain
// skip the middle
// (As the player moves some chunks will overlap or be missing,
// this is just how chunk loading/unloading works. This can hopefully
@@ -258,9 +255,6 @@ public class LodRenderer
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
GL11.glEnable(GL11.GL_BLEND);
// TODO when the user is high up increase the distance the fog starts and ends;
// this is used in conjunction with the increased middle skip area
// to prevent the LODs from overlapping the normal terrain
setupFog(FogDistanceMode.NEAR, ofConfig.getFogType());
@@ -299,8 +293,6 @@ public class LodRenderer
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
GL11.glEnable(GL11.GL_TEXTURE_2D);
// TODO re-set the modelview matrix
// This is about how long this whole process should take
// 16 ms = 60 hz
@SuppressWarnings("unused")
@@ -330,12 +322,6 @@ public class LodRenderer
// only continue if we can get the FOV
if (ofConfig.fovMethod != null)
{
// TODO
// 0.05f is the clipping plane originally used,
// this or the VIEW_DISTANCE_MULTIPLIER
// might need to be changed to prevent z-fighting
// when zoomed in
// 0.05f
Project.gluPerspective(ofConfig.getFov(mc, partialTicks, true), (float) mc.displayWidth / (float) mc.displayHeight, 0.05f, farPlaneDistance * VIEW_DISTANCE_MULTIPLIER);
return true;
}